Review: Project Zero: Maiden of Black Water

It probably doesn’t behoove a game reviewer to say this, but I don’t understand the concept of a horror video game. 

Let me explain – we all know that video games are artificial, unchanging boxes with restricted freedom, but the very best make you forget that you are playing within a very specific set of rules and give you the impression that the game, neigh the world, is bending to your every whim.

A necessity for this to succeed is to provide a highly stimulating environment for the player and then to hand over the controls, but strangely, horror games aim to do the opposite and end up putting themselves between and rock and a hard place. It goes without saying that horror games require a large dosage of fear to be effective, but this emotion is felt most strongly when experienced passively – which kind of nullifies the point of a game – so in including functionality, and with each manually controlled step, the potential of each scare reduces. In a sense then, making a pure horror video game is like waging an unwinnable war between active and passive entertainment, with movement in either direction often affecting the other negatively – that is of course unless a hybrid horror game is made that include elements from other genres – i.e. Resident Evil.

Project Zero: Maiden of Black Water, the 5th entry of the Final Frame series, cares little for this though, nor the threat of following the long list of dormant horror franchises that were unable to provide something new, as it comes bulldozing into your eyeballs a very bland blast from the past. 

With a slow and deliberate formula of maze-like maps that hide keys to dark and ominous buildings and a story that’s read from notes scattered on the floor, you’d wonder if this was a remaster of a PS1 game rather than a Wii U title, and it’s because of this refusal to include any ‘improvements’ made in the last couple of decades, that it is likely to polarize its potential audience with many to likely consider it outdated while others might be glad to see a return of the good old days.

“Say hello to my little friend”

This is in relation to only one of its two parts though as the game can basically be divided into two sections – 1) The monotonous retro exploring with the litter collect-athon in the woods and 2) The camera ‘action’ and the black and white cutscenes. These might be the two sides of the same coin, but how very different they come across.

The camera, which the gameplay is centered, is a great gun-like system that uses the camera’s viewfinder to line up targets on the ghost’s person before snapping away to exorcise them. Dispatching the ethereal forms with House of the Dead-like sound effects from the loud camera shutter and shrieks from the ghosts carry the load that the exploration sections are incapable of holding, but as these sections constitute a small percentage of each chapter, the thrill is fleeting in the large scheme of things.

The best part of the gameplay is also one of the shortest lasting.

Unsurprisingly the black and white cutscenes are where the bulk of the scares come from, providing terrifying imagery and audio but the story itself is quite forgettable.

Furthermore, apart from a last-ditch attempt with 8 different endings, there is very little replay value or much to be gained in playing the chapters over again, as the game’s only gameplay – the camera function – is quite shallow, acting only as a weapon instead of solving story threads or mysteries of the ghosts you are shooting. It brings me back to my original thought that horror games need different genre gimmicks, such as survival and action elements to entertain as a ‘game’.

Project Zero: Maiden of Black Water is a decent, but antiquated title that was screaming for an update, but all it got was an artbook and some minor visual adjustments. While it’s hardly going to do the series any favors in creating a new audience it will be fun for those who enjoy a good retro horror title.  

Review: Venus: Improbable Dream

The world can be a cruel place, and your mind can be your worst enemy. Anxiety and low self-esteem can be the most debilitating ailments, and to make matters worse, the surrounding world is blissfully unaware of your suffering. Venus: Improbable Dream explores this touching and taboo subject in its immersive story.

Developed by Borealis and Ratalaika Games and published by Eastasiasoft Limited, this is a sombre visual novel. This moderate to long read comprises twelve tough and emotion-packed chapters. You’ll witness the power of friendship, music, and love as the protagonist’s world evolves alongside the story.

Anxiety can be crippling.

Venus: Improbable Dream offers minimal choices. 

The visual novel genre is renowned for its plot changing choices. Players have the chance to influence the character’s dialogue and your decisions change the course of the story. However, Venus: Improbable Dream steers clear of this staple mechanic. Subsequently, it’s a little unorthodox and may leave some gamers reeling. I, on the other hand, enjoyed that lack of input. The beauty of this visual novel is its immersive plot, and too many choices would have broken that connection.

You see the world through the eyes of Kakeru, a young man who was born with a birth defect that he hates. He cannot shake the negative feelings that haunt him, and depression and anxiety cripple his life. You follow his timid steps as he joins the school music club, where he tries to exorcise these demons. Here he finds friendship, serenity, and like-minded individuals. Can you guide Kakeru through this dark chapter and help him to dream again?

Laughter can be the cure.

Taboo subjects.

Though many people are more open-minded, taboo subjects still touch a nerve. Fortunately, however, Venus: Improbable Dream doesn’t shy away from its tough subject matter. Its beautifully worded script captures the clichés and common misconceptions. But it also makes light of these mistakes. There are undertones of an educational element running through the plot, and this was great. Luckily, though, it wasn’t preachy or in your face and it didn’t detract from the strong sense of emotion.

The twelve chapters fly by, mainly thanks to the lack of dialogue choices. Therefore, it was easy to become swept up in the situation thanks to the wonderful characters and excellent environments. Moreover, the developers did brilliantly to avoid the usual OTT and “shocking” Anime/Manga animations. The use of “normal” in your face elements was refreshing, and this helped to maintain its touching charm.

Venus: Improbable Dream lets its script do all the work. 

Visual novels have to keep you interested throughout, and most use bright colours and vivid imagery. Venus: Improbable Dream doesn’t! It’s a much more laid back and sombre affair, and this was fantastic as it matched the subject matter. The use of earthy tones and plainer characters gives a more grounded impression. Though the developers used an Anime/Manga style, it was scaled back, and I appreciated its simplicity. The normal over-sexualising of every character was avoided, and this was key because of the theme.

As expected, the audio followed suit. The calmer and emotive soundtrack enhanced the touching story. The low key music plays softly alongside the unfolding plot and helped you to connect with each character. You may worry that it was depressing, yet it certainly wasn’t. It’s true that it touched a nerve, but you can’t help but love how it supports every sad and happy moment.

So many beautiful locations.

Plays and reads like a book. 

Avid readers will recognise the relaxing and trouble-free experience of reading. You sit back with a drink, some food, and allow the book to take you on a journey. Venus: Improbable Dream does just this with its simple control setup and lack of dialogue options. You’ll watch the story unfold, build a rapport with the characters, and become wrapped up in the drama. It won’t be for everyone, but I loved its relaxed approach. 

Much of this visual novel is excellent, however, its replay value is sadly lacking. One playthrough is enough to uncover every subplot, and there are no alternative endings. This was disappointing and was a surprise. I expected it to have multiple outcomes, like its peers. Luckily, though, its wordy story will keep you interested and this proves to be great value for money. 

Venus: Improbable Dream had me hooked.

I love a great visual novel, and Venus: Improbable Dream had me hooked from the start. Its touching plot, relaxed approach, interesting characters, and varied landscapes all combine brilliantly. It tackles many taboos in a tasteful way, and I recommend you to buy it here! Watch Kakeru come out of his shell as his closed world slowly opens. 

Review: Zool Redimensioned

Back in 1991, the gaming landscape was forever changed with the release of Sonic The Hedgehog. The beloved fast-paced 2D platformer changed the scope of gaming franchises and the loveable Sonic grew into a classic retro icon of early 90s gaming. 

The sheer success that Sonic was created a shift in the gaming landscape and every developer was clambering to create their own 2D platformer and iconic mascots. In 1992, the beloved Zool crash-landed onto the Commodore Amiga, and now 30 years later he has returned with brand new graphics, reworked sprites and a smoother experience of a classic game.

Off the bat, one of the most interesting things about Zool Redimensioned is that whilst it has been created with some input from the original developer team over at Gremlin Graphics, it has primarily been adopted by the Sumo Digital Academy, which features mainly students looking to further their experience within the industry. With this in mind, it’s clear that the remaster still has a lot of the heart and soul that the original Zool held—and that’s coming from someone who wasn’t even alive when it first came out.

It’s common that when a classic retro game is remastered that a lot of its soul and personality can be easily lost, but thankfully, Zool retained its most important features.

Zool Redimensioned has two primary game modes: Redimensioned and Ultimate Ninja. 

Redimensioned is a brand new modernised experience—as the game itself states, this mode is ideal for first-timers, speedrunners and those who want to practise their platforming skills. A new double jump control has been added to this mode, which is something new to the Zool series. This feature in particular comes across as one of the most influential, especially when you compare the gameplay to Ultimate Ninja mode where double jumping is disabled. The requirement of collectables to finish a level has also been made optional here.

Ultimate Ninja mode is the perfect mode for Zool veterans. As previously mentioned, double jumping is disabled, and you’re now playing with old school rules. As a newbie to the Zool franchise, this mode was pretty daunting at first. The addition of the double jump completely streamlines a lot of the difficulty issues I was having with Ultimate Ninja mode, so it’s crazy to think that this wasn’t even a feature in the original game. To finish a level, you will also be required to pick up any collectables within a time limit. The combination of the classic art style combined with the difficulty of Ultimate Ninja mode is iconic of the quintessential 90s platformer—I certainly need more practise regardless.

Level selection options have also been added in this remaster, which only further adds to the ease of gameplay for completionists, achievement hunters and speedrunners. 

Despite the fact that Zool is almost 30 years old, the designs, graphics and music composition hold up incredibly well. The music is instantly iconic and recognisable of something you’d immediately expect of any 90s cult classic retro platformer. 

However, there are some aspects that Zool Redimensioned finds itself stuck in the 90s with.

The levels in general are quite simple compared to some modern-day platformers, and the level design certainly isn’t as instantly recognisable or memorable as Sonic’s Green Hill Zone is for example. The levels can be somewhat confusing at times too—it can be difficult to differentiate what’s a platform, what’s a collectable and what’s part of the background and everything can blend at points. Some of the end-game bosses are rather forgettable too, especially if you didn’t grow up with them like me. 

Regardless, with over 30 levels and plenty of achievements to complete, Zool Redimensioned is a faithful adaptation that will instantly impress retro gamers and pull in new fans like myself. With lots of replayability, challenges for completionists and speedrunners alike, Zool Redimensioned is a feel-good 90s classic that shouldn’t be pushed to the side without a chance.

Review: Stellar Warfare

Building the terrain of a strategy game is hard, when it’s set in outer space. Navigating a 3D world using only your mouse can be difficult, and strategy games tend to ask more of us; we have to manage armies and micromanage units or buildings. In most strategy games, we play on a 2D environment, or, at least, we don’t build on the Z axis. Space tactics are different, though, and this is the most interesting aspect of Stellar Warfare.

A strategy game that’s set in outer space, Stellar Warfare tries a lot to create a playable 3D playground full of meteors, shipwrecks, huge spaceships with blaster cannons and intricate metal bases hovering above a distant sun. It really tries it best, but sadly it mostly fails. Listen, I know it’s a tough undertaking, and I really wanted for this game to succeed, but it doesn’t.

First things first, Stellar Warfare looks OK, it’s presentation is decent for a game of this caliber, but some big problems arise. Well, there’s just too much going on! We see stars, space-objects, floating stuff, space ships, planets and really everything that’s to be expected to be seen in space. Nothing looks bad, it’s all serviceable, but it also gets way too confusing to play. Sometimes you can’t see where your ships are, it’s very hard to distinguish between different types of spaceships or structures and the pathfinding suffers a lot because of the 3D environment.

The graphical presentation is adequate really, everything looks good in an indie kind of way, the ships are detailed enough, the brightly coloured battles are fun and it’s nice to zoom in and out of the battlefield to watch the huge scope of the spaces. The problem is mostly mechanical to be frank. You see, you can hover around the available space, you can turn the camera in any way you want, but the way these actions are performed is unnecessarily complex and not very intuitive. In the opening hours you’re sure to forget how to manipulate the stages’ space, and the game doesn’t help you a lot. Also, when assets are placed in close proximity, the perspective can get very confusing. There’s not a clear view to help you understand exactly how the structures are placed, and turning the camera rarely makes it easier.

Sure, the developers tried to tackle all these problems, they did, but sadly they didn’t get it right. You can move the camera, you can zoom on particular units, you can follow them, you can move up and down in the Z axis and in general there are a lot of options. However, the UI isn’t helping at all and the tutorial doesn’t really explain the ins and outs of the gameplay. After completing the training mission, you will not yet know how to do most actions and you will just read the manual found in the options menu. The fonts, the colours, the size of the letters and icons, everything is just subpar.

It doesn’t help that we have to look at a fairly large space and manage a fleet of small ships that can very easily get lost. There should be more options to group, find and control individual units, so that the large 3D space can be easy to navigate. As it stands, well, it’s frustrating more often than not and it has a big effect on the fun Stellar Effect could provide.

In its heart, this is a simple game. You build a couple of structures, you collect some resources (mostly an automated process, no micromanagement needed), you create a fleet and you attack enemy outposts. There are some different modes, familiar ones, like wave defense, skirmish, in single or multiplayer. It goes without saying that you’ll have a pretty hard time finding other people to play with, so it’s better to stick with friends or going it alone. The gameplay can be fun, and trying to out-ship the enemy fleet to win a fight can be rewarding, if only for some hours.

The campaign, too, is underwhelming. A story is implied, about something to do with a Light that destroyed civilization, and it could be an interesting sci-fi backdrop. The presentation, though, does not lean into the narrative. We are given some very simple objectives, with no real background to them, and it really is all about fighting enemies and breaking space blockades. It is apparent here that this is not supposed to be an utterly complex grand strategy game, but a simpler, wave-based one. And that’s ok!

All in all, Stellar Warfare is built on some interesting ideas and has some fun aspects going for it. What it needs is a more comprehensive tutorial, some ironing-out on the controls and a more engaging campaign. It’s not the space strategy game you were expecting, but it can be fun if you know what to expect. It’s a small game, ambitious but made by a single person, and in early access. it’t getting updates, so it’s bound to get better as time goes by.

Review: METROID Dread

Still a relative newcome to the world of the Nintendo Switch, I have a bucket list of sorts for the big-name Nintendo franchises that I have completely missed out on with Mario and Zelda right up the top. Another series that I have always wanted to try out for myself and experience has been the METROID series, and when I went searching to see if there was anything I could pick up for my Switch, I was surprised to learn that is has been a staggering 19 years since the last released METROID game, I was therefore extremely excited when the big return was announced for METROID Dread and I immediately placed my pre-order. Full transparency, I was not prepared for the game I have now come to love the most on my Switch console!

All I knew about Metroid was that it was a series of 2D side scrolling shooting with platforming and puzzles and that it created the METROIDvania Genre of gaming. I wanted to dive in and just immerse myself in the world and I was completely taking back by an experience that quickly became one of my favourite Switch experience since picking up my console in the summer and of 2021 overall. I loved how the opening brings newcomers to the series like myself up to speed on the story history of the series, which was very much appreciated by me because Dread gets straight to the point very quickly.

With the X seemingly destroyed, a surprise signal on a new planet ZDR which is possibly a sign of more X, has Samus tasked with investigating this signal but on arrival is somehow knocked out and wakes to find her suit demoted to a basic form and no knowledge of high-level skills or what happened to her that caused it. Quite the opening for a newcomer like me but probably standard story set up for veteran METROID players. Thankfully, the game gives players a little bit of time to get familiar again with the controls and how to navigate the level maps to know how to progress or backstep depending on what is required. I came to really appreciate the level design so much in this game, there is a real depth and intricacy to how the levels are layered in every area the game takes you. There are areas which are obviously designed to be the classic “Come back later when you have this ‘thing or item’” mechanics, something I do appreciate as it lets the player know that this is a level you will be returning to.

The visuals to METROID Dread are exceptional for the switch, the animation is just eye candy for me whether I am playing in handheld mode or docked and through my TV, whilst my Switch is the original model, I have had the chance to see and play it on a friend’s OLED Switch and the vibrance of the colours whilst in handheld is quite something, but that said, it is for me so far, one of the best looking games I have yet to experience on the Switch. The sound scheme and musical score is fantastic with the music just helping to immerse players into the METROID world and the sound, from weapon use to just moving around is incredible. Both combine to help one factor of Dread that truly stands out above all else, the E.M.M.I. threat.

I like the overall 2D side scrolling which essentially uses “Screen Flip” to create the level as you move from one screen to another with left to right as well as up and down traversing to move to a new room or place on the level. One of the aspects I am starting to welcome with Switch games is how the 2D feels very natural to someone who often moves from games on PS5 to Xbox Series X and S then to Switch, Dread just looks so good in either Switch playable modes and I do love it on my TV. The way in which this all comes together when you encounter the E.M.M.I. robots just completely took this game to a whole new level.

Clearly inspired by the early Alien films, the E.M.M.I. serve as that enemy Samus is unable to fight or kill right away with the only tactic available is to either avoid or run away from to fight another day. If caught, Samus will have a small window to carry the E.M.M.I. robot attack but believe me, this is a very small chance to escape their grips and usually if they catch you, you are dead. What is refreshing is that the checkpoint system is very forgiving, often respawning Samus at the point you entered that screen, so you know what to avoid going forward or quickly check the map to see if there is another route. E.M.M.I. robots stalk the levels as well, with a patrol pattern designed to both hinder and unnerve the player. Now this is often a mechanic I find dull and boring, Alien Isolation did not work for me and Resident Evil 7 for example, had characters just designed to make you stop and spend ten minutes waiting for them to leave so you could progress.

There is something fairer about the way in which Dread applies this process however, and I knew when I was caught out by an E.M.M.I. robot, it was down to me making a mistake or not being careful. I never felt punished by this element and genuinely found it to be an exciting gameplay experience knowing I had to sneak by or bait an E.M.M.I. to chase me so I could use abilities to get by it to an area I needed to reach that they were blocking. The game warns the player that E.M.M.I.‘s are to be avoided which makes the moment you can take them out, all the more thrilling.

This moment comes when you defeat a boss and from their carcass you obtain the ability to destroy the E.M.M.I. but once you have, the ability is then lost until you retrieve it from the defeat of another Boss. That degree of payback for all the times you were caught is quite satisfying indeed. The lack of any real hand holding is also something that I enjoyed, once the tutorials are done, you are left in the world to work out what to do, other than an objective, the game leaves you to discover what is needed to progress to the next area. Sometimes you might need something to survive the environment of a new area, should you have missed this, you will need to back track and search for it. The requirement for abilities or suit capabilities which you might not obtain until much later for me makes the levels feel much bigger than when you first explore them. The game quickly sets up the E.M.M.I. robots as a true threat to you whilst other enemies can be put down normally and the boss encounters are a great way to put into practice what you have learned and hone your skills to work out the best way to take them down.

The action can be fast paced which I appreciate whilst learning to navigate the area using the map was rewarding for someone like me who likes to explore and discover rather than have a big marker on the map telling me to “GO HERE”. Since the game launched, it has been interesting to read the thoughts of newcomers like to me the series with Dread and those who are veteran players of the series reacting to a 2021 version of their beloved series. Good or bad, the common agreement is that METROID Dread is exactly what the series needed to feel modern again with plenty to drive it forward so the wait for the next game will not be another 19 years.

METROID Dread is quite simply fantastic and as the gaming year draws to a close, its inclusion on many GOTY Award nomination lists is very much deserved. Nintendo timed this release to compliment the launch of the OLED Switch but this plays fantastically well on the regular Switch of it not to be dismissed, if you have a Switch user in your family and looking for that gift idea this Christmas, METROID Dread is the perfect solution!

Review: Mary Skelter Finale

Mary Skelter Finale is a bloody, in your face, dungeon-crawling RPG.  The third entry in the series, the typical anime designs and fairytale inspired characters feel incongruous to the games, well, ‘adult’ tone. 

Banned in Australia due to “implied seuxal violence and depictions”, I tried my best to go into this title – having not played the previous two games – with an open mind. Thankfully for new players the game does offer the chance to recap the story with the ‘Before story’ option in the main menu. 

This section recaps – I kid you not – every dialogue scene from the first two titles. So there was no excuse for me to not understand the story (… I watched a shorter video on youtube, for what I hope are obvious reasons). Even still, this is an excellent option for a newcomer jumping into the game.

That being said, there is a lot to take in…

A unique party system:

After sitting through well over an hour of confusing cutscenes, the game opens up. Jack and the Blood Maidens, your playable characters, have been imprisoned due to the efforts of an antagonistic group known as “Massacre Pink” (great name for a progressive Metal Band). The protagonists are reincarnations of noteworthy fairytale characters like Red Riding Hood and Sleeping Beauty. 

The group is split into different parties and you are presented with the choice of which party to start with. 

Perhaps lazily named “The Jail”, your goal is to work your way back up through the “inescapable” prison. You do this by switching between parties with the game’s unique “zapping” feature. Effectively, when the group you’re controlling reaches a certain impasse in the dungeon, you can switch to another group to open up a pathway for them. A consequence of this system is that, at times, progression feels much slower as you’re regularly making small strides across the different groups.

Having said that, once I got accustomed to the system – and the massive cast of characters – I found this mechanic massively helped the games pacing (which is something we will get to later). There are a number of other mechanics that help this system shine. A connected item box enables your party to hand certain items such as keys over. Each dungeon also has a ‘Nightmare’ – aka boss, that will chase all of your parties, and it was cool to have the choice over which party finally takes on the boss. 

Each character can also learn multiple jobs, and with 18 different characters, there is an impressive amount of options for builds and customisation. Certainly overwhelming at first, but if you just try and take each bit of information one step at a time, this is a very deep – and rewarding – party system. Just be warned: tutorials for the job system are light and youtube will be your best ally on this front.

Pacing, pacing pacing…

Mechanically Mary Skelter Finale has a lot of very cool and unique things to offer. The sizable offering, which includes an additional visual novel, means that fans of the series will certainly get their money’s worth. 

However, given the sheer volume of content, the pacing needs to be carefully balanced. Spoiler alert: it isn’t. 

The Maze-like dungeons quickly became tiresome for me to navigate through. As much as I enjoyed the zapping mechanic and unique party system, one of the pitfalls of it is that you’re essentially going through the same dungeon multiple times. The dungeons themselves aren’t all that visually engaging either, and with the sparsity of save points this can really make the game feel incredibly slow at times. You can, at times, go multiple hours between story developments.

When I did manage to get between gameplay sequences, I was met with some excruciatingly long cutscenes. Now, I’m no stranger to long cutscenes (having played through the Yakuza series), but even I felt that these were a bit too drawn-out. Also, whilst the 2D portraits of the characters are full of charm, the lack of more dynamic cutscenes also hampered my engagement. Dramatic moments in the story are just not captured as well as they could have been because of this design choice. 

Jumping from long stretches of gameplay to long stretches of dialogue sadly made getting through the game feel like a bit of a chore. Even though the gameplay and dialogue was generally very good (with a solid dub), my enjoyment suffered because the game just doesn’t know how to properly balance the players’ experience. 

Engaging and thoroughly creative combat:

For me, the absolute best aspect of Mary Skelter Finale is the combat system.

You control your party of six in what is a very involved “high-risk high reward” form of turn-based combat. Blood is the popular theme of this game and that unashamedly transfers to the combat system. This combat system, without having played the game yourself, is quite hard to convey.

Your party leader is a “Mary Gun user” who can use a special gun that uses their blood (of course) to purify corruption. Are you still with me here? This is important, as when you defeat enemies their blood will splatter across the screen and hit your party – which can cause their blood to be corrupted. If you fail to purify your party they can end up in a known as “Blood Skelter” and this leads to them attacking anyone – including your own party – without restraint. Now, you could luck out and use this state to wipe out the enemies in quick fashion. Alternatively, it could lead to a quick party wipe for your team. There is also the “Massacre” state which is again triggered by blood from battle, and offers the chance to deal ridiculous damage. 

The stat boosts and other benefits from both states give engagements a real ‘risk / reward’ system, which makes the whole experience much more considered. 

There is a lot more going on here, that I haven’t mentioned, that helps keep the experience engaging despite the pacing issues. 

Worth it… with certain conditions:

Objectively, Mary Skelter Finale is a game that offers players an impressive amount of things to do. The combat and job systems are engaging and rewarding, and for fans of the series, there is a real dedication to developing the characters.

Despite some of my frustrations with this absolute unit of a game, it is clear that so much love and dedication has been put into just about every aspect of it. 

For new players, there is a lot to take in and I’d strongly advise checking out the previous two games to see if this is for you. The pacing is a real issue and whether you can stomach it or not is going to depend on how much you’re invested in the characters and getting to that next story development. Also, be prepared for the narrative to be presented more akin to a visual novel, than conventional video game cutscenes.  

Oh and… the soundtrack is a banger, by the way.

Review: Alchemist Simulator

The Magic circle is a secretive place reserved for the greatest of magicians. To reach the pinnacle of this mysterious world takes skill, effort, and possibly a marvellous beard. When magic is mentioned, people picture Gandolf, Merlin, or Paul Daniels (actually, forget him.) What we don’t picture is the hard work and necessary abilities it takes to pick and blend the right ingredients. Alchemist Simulator opens the door on this long-ignored side of magic as you attempt to become a world-famous magician.

Developed by Polyslash and Art Games Studio and published by the latter, this is a resource management simulation title. Set in a dingy cottage, you are tasked with learning recipes, preparing ingredients, and making potions to order. It sounds straightforward, but until you understand the fundamentals, it’s confusing and clunky as hell to play.

Alchemist Simulator is its own worst enemy. 

Simulation titles are all about planning, preparation, and a methodical approach. So, fans expect the learning curve to be challenging but achievable. Sadly, however, Alchemist Simulator is its own worst enemy as its poorly translated instructions leave you scratching your head. I sat for the first hour or so with a fixed look of confusion on my face. Also, these words kept popping into my mind, “what the hell is going on?” Unfortunately, it wasn’t the easiest of starts, but I’m glad I stuck with it.

After many restarts, lots of trial and error, and some re-reading of the instructions, I grasped the basic principles. Once I understood how the tools worked, how to dissect the ingredients, and the meaning of the four elemental lines, I was firing on all cylinders.

The elemental chart.

Don’t live in your relative’s shadow for too long. 

The story, or what little there is of it, revolves around a novice alchemist who is the relative to a world-famous magician. He has been asked to fill in for his uncle, who is away on business. During this time, you’ll learn from his rat assistant, brew potions, discover new recipes, and improve the workshop.

The game uses a day/night cycle that enforces you to complete your tasks before nightfall. If you fail to do so, you collapse and all your loose ingredients will be lost. You’ll take on orders, brew potions, and finish each mission. If you are successful, you gain fame and fortune. Both are essential if you wish to reach your goal and progress in the game. The business element comes into play when purchasing stock. The ingredients vary in price each day and it’s essential to stock up when they are inexpensive. To succeed, you must be savvy and attentive as this will maximise your profits.

Chopping, crushing, drying, cleaning. 

I didn’t expect alchemy to be easy, but Alchemist Simulator is something else. Cutting, crushing, drying, cleaning, and more are required to prepare every ingredient. It’s a bloody minefield and one that’s going to be tough to explain, so bear with me. Every ingredient contains a trait from different elemental branches. These are further broken down into four categories, each with a positive and negative side. There are Life and Death, Order and Chaos, and so forth. Each potion requires certain trace elements, and this is where your skills and magical tools come in.

You’ll use the cutting board to remove one elemental branch. The mortar will increase potency, whereas the drier will weaken it. You may clean one negative or positive trait, and more. By experimenting with ingredients and tools, you can create every potion in different ways. Subsequently, you’ll enjoy the rigidity of the recipes, but with the freedom and flair to create them how you wish. 

Cook up any potion in this automated beauty.

Clear as mud!

Now, I know that explanation is confusing and is as clear as mud. However, a little practice and trial and error works wonders. If you are still struggling, you are provided with an Almanac to help fathom things out. This is your bible when playing Alchemist Simulator as it contains vital information.

You can find recipes, ingredients, workshop upgrades, and your level of fame. It also contains a handy elemental guide that helps you to make each potion. The level of support and helpful hints are set just right. They allow you the freedom to go it alone or use every available tip. 

Alchemist Simulator is colourful, whimsical, but also pretty basic. 

I admire the developers’ fun sense of humour and eye for detail. Their use of handwritten fonts, floating candles, and other clichéd fantasy imagery was great. The playable world may be small, but it’s packed with character. I loved the scurrying rodents, the automated cauldron, and the unusual ingredients. Sadly, though, the symbols for the potions were hard to read and blurry. Subsequently, this made a tougher game much harder. This is a key component of the gameplay and the developers should have done much better. 

Before I switched this on, I knew how it would sound. Its bizarre and unusual world requires an airy and fun soundtrack to distract you from the monotony. Unsurprisingly, this is what you get. Its cheeky music will make you smile as you go about your business. When you combine it with explosives and the chopping of ingredients, it completes the package. 

Delivery incoming.

It’s a bit clumsy. 

Simulation games normally handle much better on PC, and this is no different. Its clumsy controls lack accuracy and this is frustrating. I had to adjust the sensitivity to play it as the cursor was all over the place. Undoubtedly, a mouse and keyboard would have been better, as would the ability to carry multiple items. The constant back and forth to collect items is annoying and this could have easily been resolved with a small backpack. 

Alchemist Simulator is addictive during its short playthrough. Once you grasp it, you’ll love creating every potion. However, the gameplay is repetitive, and this impacts its longevity. Fortunately, though, the replay value increases slightly if you are a completionist. To complete it, you must discover, make, and sell every potion.

Alchemist Simulator is tough to master, and addictive but lacks depth. 

Simulation titles are all about the legacy you create, and sadly, Alchemist Simulator is lacking in this department. Unfortunately, it doesn’t evolve past its core concept and this leaves you wanting. I wish it had more depth and a larger world as this would expand upon the business elements. I still enjoyed it, despite its shortcomings and I recommend you to buy it here! Prove yourself to be a worthy successor and become the next big thing.

My video review with footage captured from my Xbox Series X, enjoy!

Review: Yolked

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Ever wanted to know what it feels like to be an egg? No? Me neither. What about an egg trying to escape being used for baking? Again, never crossed my mind. Yolked puts you in the shell of an egg. Trying to escape and having to use its arms to escape by grabbing and climbing the environment. Developed by Hardboiled Studios (what a great name). It was released on Steam on October 27th.

You’ve Been Yolked!

Initially, I tried playing with a keyboard and mouse. But for some reason, my hand-eye coordination was not working well with the controls. I switched to a gamepad and it made the game far more enjoyable. The analogue sticks are to control each arm independently and the trigger buttons are used to grab the environment. Once you’ve mastered the controls the game stops being frustrating and starts being fun.

Yolked introduces new elements of the environment slowly but effectively. In the background, there are other eggs trying to escape. These will then fall victim to the next obstacle that you will get to. Which is a great way of doing it without hand-holding too much.I found this more enjoyable than a tutorial as it feels like you are building your own skills gradually. Rather than being handheld through the stages. One of the early Megaman games did this which a lot of players appreciated.

The obstacles that are in your way vary depending on the environment. On the first level, you are in a bakery. The obstacles are utensils or condiments that can smash your egg if you get hit directly. But if it only grazes your egg, it won’t always smash the egg. This makes it far more forgiving and contributes to the fact you want to get to the end.

Yolked’s Egg-cellent Presentation

Yolked is a beautiful game to look at. The details on the environment really shine. Especially when seeing your egg peers find their demise. The point of view also puts into perspective the world compared to an egg. And nothing feels out of place. The very first level you are climbing a fridge. The obstacles are fridge magnets and they do not look out of place. Due to the graphics being cartoony like they run really well on laptops and non-gaming PCs which is always a bonus.

Yolked sound effects are brilliant. The familiar noise of your egg going splat becomes one you begin to fear throughout your time with Yolked. Each obstacle and environment produces its own sound which helps the comical atmosphere.

The music also matches the tone of the game and blends into the background. It doesn’t detract from the focus of the gameplay. But it isn’t music I intend to add to my daily playlist. Which it doesn’t need to be for a casual game.

Why Did the Egg Cross the Road?

The main reason to keep replaying Yolked is the skins. Throughout the levels, there are various accessories that are difficult to get to or hidden. These can then be equipped by your egg to give their look a bit of variety. Some of these accessories are in response to what you have done. In the very first level, you can microwave a fellow egg. You are then rewarded with devil horns. Many other levels have you trying to launch into locations where you will certainly get smashed in order to obtain new objects. It’s a great reason to replay and try to collect them all.

Yolked Final Verdict

When I first booted up Yolked and used a keyboard and mouse. The game felt unresponsive and unplayable. This probably says more about my own skill than the game’s controls. But once I had moved to a gamepad it all clicked into place. Swinging across the environments is enjoyable and escaping the various obstacles in the process makes you feel amazing.

The gameplay is very similar to Happenlance. Which takes the platformer gameplay and tried to add something new. But Yolked does this far more effectively. It may be easier as well. I recommend anyone give this game a try and just enjoy it for what it is. A great platformer. 

Review: Tandem: A Tale of Shadows

The Victorian era is renowned for its world-famous detectives, thanks to the escapades of Sherlock Holmes. However, Tandem: A Tale of Shadows uses a more understated protagonist to lead its story. It’s a dark and creepy Tim Burton-inspired puzzler that’ll make you think outside of the box.

Developed by Monochrome Paris and Hatinh Interactive, this is a perspective-bending puzzle title. Set in Victorian London, this whimsical and cute story has a dark, deceptive edge. Subsequently, you will fall for the charms of the characters while shuddering at the ominous atmosphere.

Tandem: A Tale of Shadows is unusual, but not unique.

I’m going to open by admitting my love for Tandem: A Tale of Shadows. I unashamedly adored every moment and played it as a man possessed. However, it wasn’t because of a new and unique take on the genre. No, quite the opposite, in fact. It uses many tried and tested mechanics within its puzzling world, and this makes it very familiar.

I fell for its charms because of the simple puzzles and wonderful solutions. Therefore, it’s a user-friendly title that doesn’t demand a super logical mind or a high degree of intelligence. Its perspective manipulation and use of light and shadow are commonplace in the puzzle genre, and IRIS FALL and Projection: First Light uses a similar approach. However, this stands out because of the use of two characters and the requirement to work together.

Don’t let the carriage get away.

An interesting story, but who are the lead characters?

The game revolves around the mysterious disappearance of magician Thomas Kane. The police have searched high and low and the case has run cold. All hope is lost until a ten-year-old girl called Emma takes on the case. She runs towards the Kane mansion where a horse-drawn carriage rumbles past her. An animated bear tumbles from the window and Emma and Fenton (the bear) chase the carriage to the open gates of the mansion.

The opening gambit gives the impression that the relationship between Emma and Fenton will flourish and evolve. Sadly, though, this was never to be and you won’t discover any further details. This was disappointing, as there were plenty of opportunities, but the developers didn’t capitalise on them.

Seeing the world through fresh eyes.

Emma and Fenton both wish to explore the mansion for different reasons, but they must work together to achieve their goals. Emma moves through each of the five worlds armed with a lantern. The light this emits casts shadows that create paths for Fenton to traverse. Ramps must be created to allow the bear to bridge gaps and avoid spikes and other traps. Between them, they must activate switches and buttons, and move towards a crystal shard to end each stage.

None of the problems were overly challenging, yet they were moreish and cleverly created. The level design guided you nicely through each problem and no matter how extravagant things seem, I was never overwhelmed. What was equally brilliant was the stage-specific mechanics. Valves must be released to create new paths, oil extinguishes your lantern, spider webs will slow you down, and more. Simply running around each stage won’t suffice, and you must be aware of the obstacles, traps, and how the light and shadow create new pathways.

I loved how flitting between Emma and Fenton changed the stage perspective and forced you to look with fresh eyes. Minor details could easily be missed, only for them to be found when you controlled the other character. This was excellent and brought a smile to my face when I eventually found the solution.

Quite the eerie room.

Tandem: A Tale of Shadows looks great but has dated cinematic.

The aforementioned lack of a relationship between each character could be linked to the woefully dated cinematic. A lack of animation and wooden acting remind you of early console titles. It was truly disappointing and undermines an otherwise brilliant looking game. Tandem: A Tale of Shadows treats you to a wonderful but eerie spectacle. The rich, yet dark, grimy environments lean towards a Tim Burton world. Its creepy undertones are uncomfortable but work wonders with the strange surreal theme. If the developers had worked on the cinematic, this would have been an exceptional game that would have stood out against its peers.

The “what ifs” and “should have been” continue within the audio. The awfully wooden acting is topped off by Emma’s slow and bizarre accent. The majority of the script is poorly pronounced, and this undoes much of the good work. Moreover, the acting was so bad it made me laugh repeatedly. Fortunately, though, the fun soundtrack with its whimsical tunes captures the dreamy magic of the story. I enjoyed the music and the sound effects, it’s just a shame the acting was terrible.

Will Fenton make it across?

A nice UI smooths out the learning curve.

Though light manipulation and shadows are not revolutionary, they can be a handful to master. Fortunately, the wonderful UI smooths out the learning curve. Taking a minimalist approach, Tandem: A Tale of Shadows display lacks clutter, and this makes it great to look at. Moreover, changing between characters is easy and the controls are responsive. Subsequently, this is simple to pick up and straightforward to master.

It’s easy for a puzzle title to either be too linear and lacking replay value, or be too complex and overwhelm you. Luckily, however, with a few hidden secrets to discover, this is perfectly balanced. The achievement list is modest, but it will keep you playing until you uncover the mystery of the mansion.

Tandem: A Tale of Shadows could have been exceptional.

Creating a deep and meaningful puzzle title is easier said than done. Tandem: A Tale of Shadows ticks many boxes, but its shortcomings undermine its potential. Had the developers explored the relationship between the protagonists and improved the cinematic, this would have been exceptional. Still, I enjoyed it and recommend you to buy it here! Can a ten-year-old solve the mystery, or will Thomas Kane never be seen again?

First Official Trailer for ‘Spider-Man: No Way Home’ Released

MARVEL have truly managed to make even a trailer feel like a major summer blockbuster release but after nearly a week of hype, we finally have the first full official Trailer for Spider-Man: No Way Home. Thankfully it does not reveal too much over than confirm the villains from across the big screen Spider-Verse will appear and an explanation as to why but the big reveal, the one fans believe is going to happen…..has been cleverly still left unanswered!

For the first time in the cinematic history of Spider-Man, our friendly neighborhood hero’s identity is revealed, bringing his Super Hero responsibilities into conflict with his normal life and putting those he cares about most at risk. When he enlists Doctor Strange’s help to restore his secret, the spell tears a hole in their world, releasing the most powerful villains who’ve ever fought a Spider-Man in any universe. Now, Peter will have to overcome his greatest challenge yet, which will not only forever alter his own future but the future of the Multiverse.

‘Spider-Man: No Way Home’ will release exclusively in Cinemas on December 15th in the UK and December 17th in the US.


Review: A Pixel Story

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The game A Pixel Story is something that really brings back the memories of pixelated platform-style games. It has the same classic style, world design being one that you follow throughout and get to where you need to be going. In this case, the game is full of requests made, which turn out to be missions or small quests for you to accomplish. Nothing, but a fun platformer filled with mini-challenges to add to your gameplay!

First things first, the character or in other words, the hero of this game. He reminds me of a pixel or 2d style robot with a similar design to how Rayman had those hands that float on their own without being connected. He also has this cute happy appearance, which is always welcoming in a game to see. Not much to explain. Everything including the creative world style and other characters, good or bad, is just as original in design and not too many graphics to comprehend. All are very simply pixelated in style. So it’s quite a simple game design and yet. Just as simple as how the game appears.

To tell you honestly, I played through each level without minding too much for the story or what the characters had to tell me. It was hard to squint at the screen each time. So I didn’t pay too much attention to it. Actually, I just tend to like to go and keep going. So when I started the game, I just skipped a bunch of the speaking sections. However, where there is a yellow button requesting you to push on the controller, I did use that to help me understand the controls of the game and what I need to know next. It’s just so simple to learn the game, with these helpful tips.

The only thing I thought throughout the game is how fun it is to relax, not worry as much and sit back to play the game without too much to learn or understand. I know it’s best to read what is going on, but I felt the game plays pretty easily even without all the speaking and learning things. I sort of got the hang of things and just wanted to move on to the next part sooner.

The issues I did come across, well the major problem is the design of the game. It might be creative and cute with a bit of a bright and friendly appearance. The same goes for the music that fills the game. However, the ability to reach certain sections with the springboard can be a little annoying or displeasing when it never gets you where you need to go. Some even throw you in danger.

So beware of the springboards, they don’t always mean help, but instead could be leading to doom! Also, some just don’t work like they possibly should and possibly end up like I did, never reaching a section of the game as you wanted to. It’s a bit frustrating, I do like to try to reach all areas and get everything in the worlds or levels, but I had to skip them fully. Hopefully, I don’t ever get to a section where that area is needed to be investigated and part of the quests given to me.

I don’t want to leave you thinking that the game is totally bad. It’s just not well designed in a few areas. Making it a bit confusing, and it doesn’t seem to get you anywhere in these sections. Especially, when it shows much to be happening up or below without a way to check it out. Plus, in some ways, I wish the hero himself had a bit more special abilities.

Unfortunately, there isn’t much more that is stunning or worth mentioning about this game. It does deliver a nice and simple, pixelated game that has plenty of mini challenging quests and new things to discover. However, it is a bit frustrating in some areas as there is no way to get in certain places as it looks like you should be able to.

Review: My Universe – Cooking Star Restaurant

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There are so many fun cooking games on the market. I find it to be hard to decide which one will be entertaining as some others or similar to each another, just a smidge of a difference. However, when it comes to a cooking game, I like it to be easy to understand, challenging, and yet colorful and bright. That is why I’m impressed by the game My Universe – Cooking Star Restaurant.

This is actually a fun and simple game to play. It is perfect to play anytime and doesn’t require too much time to understand as it’s all told to you, clearly with guidance right in the beginning. Every dish is cooked is what makes me jump for joy. It might require you to move the tools of the kitchen to prepare, but it doesn’t require too much work, just to be close enough. I like that, as it’s still challenging but doesn’t have you pushed to cut in a certain time or speed.

The game really plays nicely and has lovely, mellow style music that plays in the background, is very cheerful, and perfectly compliments the game’s graphics and bright, welcoming appearance. The characters are all designed nicely. There is a choice of player you’d like to be, so it’s not limited to a single female option or male. Instead, you can choose a style that you like.

Another part of this game I really enjoy is that it’s simple to do the task, not just the cooking but when you have to bring someone to a table, serve them and even clean up afterward. It’s nothing you need to do or have to worry about. No mini-game to make you do the work correctly and get rated or a star rating. Some games had that included, this isn’t like that, which I do like about it!

Instead, the cooking is the only piece that really matters. I mean you do other things, but it’s just one button press, like the letter A on the controller and it’s done. Plus, it doesn’t need to be a specific side or too close, you can stand to the right, left, or even be a bit away and still get to press A without it counting against you or removing a rating for you to level up. You still get it right and can level up for doing such a good job.

Oh yes, the fun of cooking is another thing that makes this game interesting. You won’t’ be cutting up just the same dish each time. Not that it would be bad too, but can be a bit boring to make burgers all the time. Instead, of the same dish, you’ll learn new recipes to make and prepare for each customer who wants a specific food. It’s then just something new you know now how to make and can prepare over and over.

In addition to the food, you can learn to make. There are other dishes and additions introduced later in the game. I was hoping that after all this joy, there would be no gloom. However, I did realize afterward that I considered the game to be perfect, but there is this one strange flaw, which is easy to see. A few times, the group of people you are seating may almost all aim for the same seat, which can be a bit funny, and then they move to their own chair. Also, the chef is in the kitchen making food, but no food to be seen, just him doing some hand movements. It’s a little funny, but doesn’t really take away from the game, just a bit strange and looks like it’s missing or something is wrong.

Lastly, I’d like to say that this game is cheerful and full of fun cooking challenges. It’s not too difficult and perfect for everyone to play. So if you wanted to play something that isn’t difficult, provides a relaxing appearance in visual graphics and how the game is to be played and allows you to cook and serve at your very own restaurant, this is the game to play!

Review: Bus Simulator 21

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Buses have always been needed and used. They get you from one location to another. I feel there is some interest in being able to drive a bus, such a large vehicle. Even more so, when one can drive these large vehicles as a profession, helping many get from one spot to the next.

No matter the purpose of riding on a bus, it really does something for anyone who needs a ride. Use to be one main source of getting places, well one of few options. So wouldn’t it be fun to jump into the driver’s seat? Wouldn’t you love to take control of the steering wheel, and travel all over, getting a bunch of people or even a single person to their designated location on time? Maybe the better question to ask yourself is if you think you’re able to take the job of a bus driver for at least a day.

So, let’s get down to it! How does this game compare to the real thing? I can say it definitely brings that realistic feel, right from the start of the game. The character design is even stunning with the options you are allowed to choose for the character, but it can fall short in some areas. I know the main purpose of the game is to drive a bus and understand how to operate it correctly. However, there is always the person that drives the bus that makes the greeting to each who comes on the bus and takes the fee. So having that ability to personalize your own character, well that is a pleasant sim-feature I love!

The only downfall is that with so many clothing options in colors, it falls flat in a few styles. Plus, the body shape is better than many that do a body for a person; a human being. However, it’s not complete! I feel it’s missing a few other shapes, which could be slimmer or heavier. It feels like the option is limited to a bunch and not what a real person could appear or even the player. Cause, I would love to look like myself in the game, but it’s hard to do so if that option of appearance and shape isn’t included. Also, the same with facial appearance, hair, and a huge, HUGE issue the skin color. The three colors they allow for you to be are not accurate for everyone and might seem a bit biased towards many who aren’t either the shades shown.

Unfortunately, if you want to be creative with your character or driver’s appearance in style or look as you can be yourself in this game, well it’s probably not going to happen for many. Additionally, the buses are at least a bit more freely designed and come in a variety of types; big-name busses. This is really an awesome feature and ability to be able to enjoy a little decorating with these big vehicles you’ll be driving around all day.

The controls are right on target when you really need to drive a bus in real-life. Ok, it’s not really a controller that has all the buttons to drive a bus, but in the vehicle, you have a realistic vision of the steering wheel, the left and right light turner, and plenty of other things that need switched on or off. It can be a bit time-consuming because the bus is so much to just learn. I did get overwhelmed a bit, and it’s nothing new, all these realistic sim-style games require you to understand and learn the mechanics before actually playing the game like you’ve played it for years, or in other words, drove a bus for years.

The tutorial stage is very much necessary and will really help you out. The guidance was quite well done, in my opinion. Just maybe because of not knowing my controller and what does what could be hard to recall which or where to locate certain things to operate the bus. I think just knowing where each feature is for the bus took me the longest time.

However, practice makes perfect, and sometimes, one just needs a bit of time when playing a game like this! Nevertheless, it is accurate to a real bus and provides that real feeling of one. Additionally, the bus itself is very nicely designed, like all the top-quality ones out there. It’s got such large and clear windows that you can see all things, people, inside as well as the seats. The way it drives at such a perfect speed, not letting loose when you push on the gas or falling over when you make turns. It drives like a bus and is so much easier than many games that provide you with too much speed, so you are surely going to flip over.

This game, Bus Simulator on the other hand is a bit more helpful and supplies you with the right amount of gas to get your vehicle moving and grooving to each stop and location, without becoming a game of road rage and crashing into everything in sight. That would be quite funny to see happen, which the game would need cops to be added as well! No matter, the game is quite nice without that feature, a bit more relaxing and the weather changing will even bring more life to the game as well!

Oh yes, there are so many other game options, if you get tired of playing just the traditional mission style mode. There is a multiplayer option that can be fun with others to play with, as well as playing alone in a sandbox mode. There are actually a few different ways to play. I do enjoy it when a game allows for a variety of different gaming modes. It makes for a bit more excitement from the traditional play to a more unique and play as you like version. As well as play with others.

Lastly, the game does play perfectly, feels like one is riding and driving in a real bus. Traveling and touring around the many different locations, picking up and delivering everyone to their stops on time. It can be challenging and fun. Plus, the game is such a joyful and original experience that no other game has ever brought to a player. It’s one game to give a try and see what a bus driver does each and every day.

Review: Yupitergrad

Story and Gameplay

Have you ever wondered what it would be like to swing around New York City like Spider-Man, saving people from bad guys and being a hero? Well Yupitergrad isn’t that… but it probably is the closest thing you’re going to get. If you swap out Spider-Man for a soviet astronaut, web shooters for, well, plungers attached to your arms and New York City for a space station, this is what you get. Although the experience is not quite the same nor heroic, Yupitergrad is a fantastic puzzle game in which players must swing around a space station completing challenges with varying difficulty.

The only tools at the players disposal are the plungers attached to their arms which can be used to initiate a swing or rappel up and down as well as a small jet on each arm that can push the player in the direction that they are facing. This jet is especially helpful when the player has to navigate through water or implement fine adjustments to direction when flying through the air. For the most part the swinging mechanic itself is very satisfying and with practice can be mastered and before you know it you really are Spider-Man.

Players should also be on the lookout for the fine but satisfying details. To name one of them, if you stick your plunger close to you and pull in the opposite direction you will notice that the string will have tension and you will even feel a bit of feedback in your controller.

Yupiterad is not without its issues though, from my personal experience the length that the plunger can be shot out is far too long, meaning that the player constantly has to shorten the length of the rope in order to swing properly or manoeuvre around an obstacle. If the rope had a shorter maximum length then this would improve the smoothness of the swinging with less interruptions.

Another issue that I was coming across during my experience was the weight of the player character. Yes Yupitergrad is set in a space station and has a much lower gravity, however I do feel at times the the player character doesn’t feel weighted enough and I began to become disconnected with the movement. Having more of a weighted feel would make the movement feel much more real and would make it much easier to practice perfect swinging as you would no longer be launching your character into the air and completely losing control.

Art Style

Yupitergrad adopts a cell shaded art style which is really one of its stand out features. This art style has been made famous by popular games such as Borderlands. This art style was definitely was the perfect route for the game, especially since it’s built for a VR platform. The reason I say that it’s great for a VR platform is because a lot of VR games have taken a more realistic approach but due to the specs of the quest 2, they can sometimes become blurry and disconnecting for the player. Yupitergrad fortunately does not suffer this same fate and the cell shaded art style is executed beautifully and really suits the vibe of the game.

Replay Value

In terms of replay value, Yupitergrad manages to redeem itself at the perfect time. The actual length of the story is very short, clocking in at around 2-3 hours. Initially I took issue with this as I love long well though out campaigns and there aren’t many VR games that satisfy this. Just when I thought I was ready to put down the game and write about my disappointment with the story length, Yupitergrad comes flying out of the gate, presenting me with the time trial mode.

Time trial is a perfect mode to extend the replay time and gives players a chance to put their skills to the test to beat their personal best times, all while trying new levels and new obstacles. If there was a perfect reason for players to master their speed and swinging skills then this would be it.

Although time trial does offer a great incentive to play and master the game for many more hours, it also opens up the need for a few missing features. Although there is a leaderboard that displays times from the best players all over the world (there are a few suspiciously fast scores by the way) there just seems to be something missing. Yupitergrad’s time attack mode or even a new mode entirely would benefit so much from some form of multiplayer, whether it be local or online. The thought of being able to swing side by side with friends, causing trouble and racing each other is so exciting and would add a new dimension to the game.

VR Comfort

One major talking point that’s has to be addressed with any VR game is the comfort level. Ultimately the comfort level is what decides how long the player is able to spend playing the game and whether they decide to continue playing it in the future. From my experiences Yupitergrad is a game that needs to be played in short bursts rather than all at once. Around the 45 minute mark I started experiencing nausea and I needed to stop playing for a while. This is definitely something to consider if you are considering purchasing Yupitergrad.

Verdict

Yupitergrad is a fantastic VR puzzler game that with practice can make players feel like a real life Spider-Man. The very popular cell shaded art style fits the vibe of the game perfectly and doesn’t suffer any major downgrades or blurriness that plague other games. There are some minor setbacks such as the short story, lack of multiplayer and a comfort level that may be tough for some players however it is an overall fantastically fun experience.